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+/*
+ * Copyright (C) 2007, 2008, 2009 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
+ * its contributors may be used to endorse or promote products derived
+ * from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
+ * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#include "config.h"
+#include "AnimationBase.h"
+
+#include "AnimationControllerPrivate.h"
+#include "CSSMutableStyleDeclaration.h"
+#include "CSSPropertyLonghand.h"
+#include "CSSPropertyNames.h"
+#include "CompositeAnimation.h"
+#include "Document.h"
+#include "EventNames.h"
+#include "FloatConversion.h"
+#include "Frame.h"
+#include "IdentityTransformOperation.h"
+#include "ImplicitAnimation.h"
+#include "KeyframeAnimation.h"
+#include "MatrixTransformOperation.h"
+#include "Matrix3DTransformOperation.h"
+#include "RenderBox.h"
+#include "RenderLayer.h"
+#include "RenderLayerBacking.h"
+#include "RenderStyle.h"
+#include "UnitBezier.h"
+#include <algorithm>
+#include <wtf/CurrentTime.h>
+
+using namespace std;
+
+namespace WebCore {
+
+// The epsilon value we pass to UnitBezier::solve given that the animation is going to run over |dur| seconds. The longer the
+// animation, the more precision we need in the timing function result to avoid ugly discontinuities.
+static inline double solveEpsilon(double duration)
+{
+ return 1.0 / (200.0 * duration);
+}
+
+static inline double solveCubicBezierFunction(double p1x, double p1y, double p2x, double p2y, double t, double duration)
+{
+ // Convert from input time to parametric value in curve, then from
+ // that to output time.
+ UnitBezier bezier(p1x, p1y, p2x, p2y);
+ return bezier.solve(t, solveEpsilon(duration));
+}
+
+static inline double solveStepsFunction(int numSteps, bool stepAtStart, double t)
+{
+ if (stepAtStart)
+ return min(1.0, (floor(numSteps * t) + 1) / numSteps);
+ return floor(numSteps * t) / numSteps;
+}
+
+static inline int blendFunc(const AnimationBase*, int from, int to, double progress)
+{
+ return int(from + (to - from) * progress);
+}
+
+static inline double blendFunc(const AnimationBase*, double from, double to, double progress)
+{
+ return from + (to - from) * progress;
+}
+
+static inline float blendFunc(const AnimationBase*, float from, float to, double progress)
+{
+ return narrowPrecisionToFloat(from + (to - from) * progress);
+}
+
+static inline Color blendFunc(const AnimationBase* anim, const Color& from, const Color& to, double progress)
+{
+ // We need to preserve the state of the valid flag at the end of the animation
+ if (progress == 1 && !to.isValid())
+ return Color();
+
+ // Contrary to the name, RGBA32 actually stores ARGB, so we can initialize Color directly from premultipliedARGBFromColor().
+ // Also, premultipliedARGBFromColor() bails on zero alpha, so special-case that.
+ Color premultFrom = from.alpha() ? premultipliedARGBFromColor(from) : 0;
+ Color premultTo = to.alpha() ? premultipliedARGBFromColor(to) : 0;
+
+ Color premultBlended(blendFunc(anim, premultFrom.red(), premultTo.red(), progress),
+ blendFunc(anim, premultFrom.green(), premultTo.green(), progress),
+ blendFunc(anim, premultFrom.blue(), premultTo.blue(), progress),
+ blendFunc(anim, premultFrom.alpha(), premultTo.alpha(), progress));
+
+ return Color(colorFromPremultipliedARGB(premultBlended.rgb()));
+}
+
+static inline Length blendFunc(const AnimationBase*, const Length& from, const Length& to, double progress)
+{
+ return to.blend(from, progress);
+}
+
+static inline LengthSize blendFunc(const AnimationBase* anim, const LengthSize& from, const LengthSize& to, double progress)
+{
+ return LengthSize(blendFunc(anim, from.width(), to.width(), progress),
+ blendFunc(anim, from.height(), to.height(), progress));
+}
+
+static inline IntSize blendFunc(const AnimationBase* anim, const IntSize& from, const IntSize& to, double progress)
+{
+ return IntSize(blendFunc(anim, from.width(), to.width(), progress),
+ blendFunc(anim, from.height(), to.height(), progress));
+}
+
+static inline ShadowStyle blendFunc(const AnimationBase* anim, ShadowStyle from, ShadowStyle to, double progress)
+{
+ if (from == to)
+ return to;
+
+ double fromVal = from == Normal ? 1 : 0;
+ double toVal = to == Normal ? 1 : 0;
+ double result = blendFunc(anim, fromVal, toVal, progress);
+ return result > 0 ? Normal : Inset;
+}
+
+static inline ShadowData* blendFunc(const AnimationBase* anim, const ShadowData* from, const ShadowData* to, double progress)
+{
+ ASSERT(from && to);
+ return new ShadowData(blendFunc(anim, from->x(), to->x(), progress),
+ blendFunc(anim, from->y(), to->y(), progress),
+ blendFunc(anim, from->blur(), to->blur(), progress),
+ blendFunc(anim, from->spread(), to->spread(), progress),
+ blendFunc(anim, from->style(), to->style(), progress),
+ from->isWebkitBoxShadow(),
+ blendFunc(anim, from->color(), to->color(), progress));
+}
+
+static inline TransformOperations blendFunc(const AnimationBase* anim, const TransformOperations& from, const TransformOperations& to, double progress)
+{
+ TransformOperations result;
+
+ // If we have a transform function list, use that to do a per-function animation. Otherwise do a Matrix animation
+ if (anim->isTransformFunctionListValid()) {
+ unsigned fromSize = from.operations().size();
+ unsigned toSize = to.operations().size();
+ unsigned size = max(fromSize, toSize);
+ for (unsigned i = 0; i < size; i++) {
+ RefPtr<TransformOperation> fromOp = (i < fromSize) ? from.operations()[i].get() : 0;
+ RefPtr<TransformOperation> toOp = (i < toSize) ? to.operations()[i].get() : 0;
+ RefPtr<TransformOperation> blendedOp = toOp ? toOp->blend(fromOp.get(), progress) : (fromOp ? fromOp->blend(0, progress, true) : 0);
+ if (blendedOp)
+ result.operations().append(blendedOp);
+ else {
+ RefPtr<TransformOperation> identityOp = IdentityTransformOperation::create();
+ if (progress > 0.5)
+ result.operations().append(toOp ? toOp : identityOp);
+ else
+ result.operations().append(fromOp ? fromOp : identityOp);
+ }
+ }
+ } else {
+ // Convert the TransformOperations into matrices
+ IntSize size = anim->renderer()->isBox() ? toRenderBox(anim->renderer())->borderBoxRect().size() : IntSize();
+ TransformationMatrix fromT;
+ TransformationMatrix toT;
+ from.apply(size, fromT);
+ to.apply(size, toT);
+
+ toT.blend(fromT, progress);
+
+ // Append the result
+ result.operations().append(Matrix3DTransformOperation::create(toT));
+ }
+ return result;
+}
+
+static inline EVisibility blendFunc(const AnimationBase* anim, EVisibility from, EVisibility to, double progress)
+{
+ // Any non-zero result means we consider the object to be visible. Only at 0 do we consider the object to be
+ // invisible. The invisible value we use (HIDDEN vs. COLLAPSE) depends on the specified from/to values.
+ double fromVal = from == VISIBLE ? 1. : 0.;
+ double toVal = to == VISIBLE ? 1. : 0.;
+ if (fromVal == toVal)
+ return to;
+ double result = blendFunc(anim, fromVal, toVal, progress);
+ return result > 0. ? VISIBLE : (to != VISIBLE ? to : from);
+}
+
+static inline LengthBox blendFunc(const AnimationBase* anim, const LengthBox& from, const LengthBox& to, double progress)
+{
+ // Length types have to match to animate
+ if (from.top().type() != to.top().type()
+ || from.right().type() != to.right().type()
+ || from.bottom().type() != to.bottom().type()
+ || from.left().type() != to.left().type())
+ return to;
+
+ LengthBox result(blendFunc(anim, from.top(), to.top(), progress),
+ blendFunc(anim, from.right(), to.right(), progress),
+ blendFunc(anim, from.bottom(), to.bottom(), progress),
+ blendFunc(anim, from.left(), to.left(), progress));
+ return result;
+}
+
+class PropertyWrapperBase;
+
+static void addShorthandProperties();
+static PropertyWrapperBase* wrapperForProperty(int propertyID);
+
+class PropertyWrapperBase : public Noncopyable {
+public:
+ PropertyWrapperBase(int prop)
+ : m_prop(prop)
+ {
+ }
+
+ virtual ~PropertyWrapperBase() { }
+
+ virtual bool isShorthandWrapper() const { return false; }
+ virtual bool equals(const RenderStyle* a, const RenderStyle* b) const = 0;
+ virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const = 0;
+
+ int property() const { return m_prop; }
+
+#if USE(ACCELERATED_COMPOSITING)
+ virtual bool animationIsAccelerated() const { return false; }
+#endif
+
+private:
+ int m_prop;
+};
+
+template <typename T>
+class PropertyWrapperGetter : public PropertyWrapperBase {
+public:
+ PropertyWrapperGetter(int prop, T (RenderStyle::*getter)() const)
+ : PropertyWrapperBase(prop)
+ , m_getter(getter)
+ {
+ }
+
+ virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
+ {
+ // If the style pointers are the same, don't bother doing the test.
+ // If either is null, return false. If both are null, return true.
+ if ((!a && !b) || a == b)
+ return true;
+ if (!a || !b)
+ return false;
+ return (a->*m_getter)() == (b->*m_getter)();
+ }
+
+protected:
+ T (RenderStyle::*m_getter)() const;
+};
+
+template <typename T>
+class PropertyWrapper : public PropertyWrapperGetter<T> {
+public:
+ PropertyWrapper(int prop, T (RenderStyle::*getter)() const, void (RenderStyle::*setter)(T))
+ : PropertyWrapperGetter<T>(prop, getter)
+ , m_setter(setter)
+ {
+ }
+
+ virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+ {
+ (dst->*m_setter)(blendFunc(anim, (a->*PropertyWrapperGetter<T>::m_getter)(), (b->*PropertyWrapperGetter<T>::m_getter)(), progress));
+ }
+
+protected:
+ void (RenderStyle::*m_setter)(T);
+};
+
+#if USE(ACCELERATED_COMPOSITING)
+class PropertyWrapperAcceleratedOpacity : public PropertyWrapper<float> {
+public:
+ PropertyWrapperAcceleratedOpacity()
+ : PropertyWrapper<float>(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity)
+ {
+ }
+
+ virtual bool animationIsAccelerated() const { return true; }
+
+ virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+ {
+ float fromOpacity = a->opacity();
+
+ // This makes sure we put the object being animated into a RenderLayer during the animation
+ dst->setOpacity(blendFunc(anim, (fromOpacity == 1) ? 0.999999f : fromOpacity, b->opacity(), progress));
+ }
+};
+
+class PropertyWrapperAcceleratedTransform : public PropertyWrapper<const TransformOperations&> {
+public:
+ PropertyWrapperAcceleratedTransform()
+ : PropertyWrapper<const TransformOperations&>(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform)
+ {
+ }
+
+ virtual bool animationIsAccelerated() const { return true; }
+
+ virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+ {
+ dst->setTransform(blendFunc(anim, a->transform(), b->transform(), progress));
+ }
+};
+#endif // USE(ACCELERATED_COMPOSITING)
+
+class PropertyWrapperShadow : public PropertyWrapperBase {
+public:
+ PropertyWrapperShadow(int prop, const ShadowData* (RenderStyle::*getter)() const, void (RenderStyle::*setter)(ShadowData*, bool))
+ : PropertyWrapperBase(prop)
+ , m_getter(getter)
+ , m_setter(setter)
+ {
+ }
+
+ virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
+ {
+ const ShadowData* shadowA = (a->*m_getter)();
+ const ShadowData* shadowB = (b->*m_getter)();
+
+ while (true) {
+ if (!shadowA && !shadowB) // end of both lists
+ return true;
+
+ if (!shadowA || !shadowB) // end of just one of the lists
+ return false;
+
+ if (*shadowA != *shadowB)
+ return false;
+
+ shadowA = shadowA->next();
+ shadowB = shadowB->next();
+ }
+
+ return true;
+ }
+
+ virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+ {
+ const ShadowData* shadowA = (a->*m_getter)();
+ const ShadowData* shadowB = (b->*m_getter)();
+ ShadowData defaultShadowData(0, 0, 0, 0, Normal, property() == CSSPropertyWebkitBoxShadow, Color::transparent);
+
+ ShadowData* newShadowData = 0;
+ ShadowData* lastShadow = 0;
+
+ while (shadowA || shadowB) {
+ const ShadowData* srcShadow = shadowA ? shadowA : &defaultShadowData;
+ const ShadowData* dstShadow = shadowB ? shadowB : &defaultShadowData;
+
+ ShadowData* blendedShadow = blendFunc(anim, srcShadow, dstShadow, progress);
+ if (!lastShadow)
+ newShadowData = blendedShadow;
+ else
+ lastShadow->setNext(blendedShadow);
+
+ lastShadow = blendedShadow;
+
+ shadowA = shadowA ? shadowA->next() : 0;
+ shadowB = shadowB ? shadowB->next() : 0;
+ }
+
+ (dst->*m_setter)(newShadowData, false);
+ }
+
+private:
+ const ShadowData* (RenderStyle::*m_getter)() const;
+ void (RenderStyle::*m_setter)(ShadowData*, bool);
+};
+
+class PropertyWrapperMaybeInvalidColor : public PropertyWrapperBase {
+public:
+ PropertyWrapperMaybeInvalidColor(int prop, const Color& (RenderStyle::*getter)() const, void (RenderStyle::*setter)(const Color&))
+ : PropertyWrapperBase(prop)
+ , m_getter(getter)
+ , m_setter(setter)
+ {
+ }
+
+ virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
+ {
+ Color fromColor = (a->*m_getter)();
+ Color toColor = (b->*m_getter)();
+
+ if (!fromColor.isValid() && !toColor.isValid())
+ return true;
+
+ if (!fromColor.isValid())
+ fromColor = a->color();
+ if (!toColor.isValid())
+ toColor = b->color();
+
+ return fromColor == toColor;
+ }
+
+ virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+ {
+ Color fromColor = (a->*m_getter)();
+ Color toColor = (b->*m_getter)();
+
+ if (!fromColor.isValid() && !toColor.isValid())
+ return;
+
+ if (!fromColor.isValid())
+ fromColor = a->color();
+ if (!toColor.isValid())
+ toColor = b->color();
+ (dst->*m_setter)(blendFunc(anim, fromColor, toColor, progress));
+ }
+
+private:
+ const Color& (RenderStyle::*m_getter)() const;
+ void (RenderStyle::*m_setter)(const Color&);
+};
+
+// Wrapper base class for an animatable property in a FillLayer
+class FillLayerPropertyWrapperBase {
+public:
+ FillLayerPropertyWrapperBase()
+ {
+ }
+
+ virtual ~FillLayerPropertyWrapperBase() { }
+
+ virtual bool equals(const FillLayer* a, const FillLayer* b) const = 0;
+ virtual void blend(const AnimationBase* anim, FillLayer* dst, const FillLayer* a, const FillLayer* b, double progress) const = 0;
+};
+
+template <typename T>
+class FillLayerPropertyWrapperGetter : public FillLayerPropertyWrapperBase, public Noncopyable {
+public:
+ FillLayerPropertyWrapperGetter(T (FillLayer::*getter)() const)
+ : m_getter(getter)
+ {
+ }
+
+ virtual bool equals(const FillLayer* a, const FillLayer* b) const
+ {
+ // If the style pointers are the same, don't bother doing the test.
+ // If either is null, return false. If both are null, return true.
+ if ((!a && !b) || a == b)
+ return true;
+ if (!a || !b)
+ return false;
+ return (a->*m_getter)() == (b->*m_getter)();
+ }
+
+protected:
+ T (FillLayer::*m_getter)() const;
+};
+
+template <typename T>
+class FillLayerPropertyWrapper : public FillLayerPropertyWrapperGetter<T> {
+public:
+ FillLayerPropertyWrapper(T (FillLayer::*getter)() const, void (FillLayer::*setter)(T))
+ : FillLayerPropertyWrapperGetter<T>(getter)
+ , m_setter(setter)
+ {
+ }
+
+ virtual void blend(const AnimationBase* anim, FillLayer* dst, const FillLayer* a, const FillLayer* b, double progress) const
+ {
+ (dst->*m_setter)(blendFunc(anim, (a->*FillLayerPropertyWrapperGetter<T>::m_getter)(), (b->*FillLayerPropertyWrapperGetter<T>::m_getter)(), progress));
+ }
+
+protected:
+ void (FillLayer::*m_setter)(T);
+};
+
+
+class FillLayersPropertyWrapper : public PropertyWrapperBase {
+public:
+ typedef const FillLayer* (RenderStyle::*LayersGetter)() const;
+ typedef FillLayer* (RenderStyle::*LayersAccessor)();
+
+ FillLayersPropertyWrapper(int prop, LayersGetter getter, LayersAccessor accessor)
+ : PropertyWrapperBase(prop)
+ , m_layersGetter(getter)
+ , m_layersAccessor(accessor)
+ {
+ switch (prop) {
+ case CSSPropertyBackgroundPositionX:
+ case CSSPropertyWebkitMaskPositionX:
+ m_fillLayerPropertyWrapper = new FillLayerPropertyWrapper<Length>(&FillLayer::xPosition, &FillLayer::setXPosition);
+ break;
+ case CSSPropertyBackgroundPositionY:
+ case CSSPropertyWebkitMaskPositionY:
+ m_fillLayerPropertyWrapper = new FillLayerPropertyWrapper<Length>(&FillLayer::yPosition, &FillLayer::setYPosition);
+ break;
+ case CSSPropertyBackgroundSize:
+ case CSSPropertyWebkitBackgroundSize:
+ case CSSPropertyWebkitMaskSize:
+ m_fillLayerPropertyWrapper = new FillLayerPropertyWrapper<LengthSize>(&FillLayer::sizeLength, &FillLayer::setSizeLength);
+ break;
+ }
+ }
+
+ virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
+ {
+ const FillLayer* fromLayer = (a->*m_layersGetter)();
+ const FillLayer* toLayer = (b->*m_layersGetter)();
+
+ while (fromLayer && toLayer) {
+ if (!m_fillLayerPropertyWrapper->equals(fromLayer, toLayer))
+ return false;
+
+ fromLayer = fromLayer->next();
+ toLayer = toLayer->next();
+ }
+
+ return true;
+ }
+
+ virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+ {
+ const FillLayer* aLayer = (a->*m_layersGetter)();
+ const FillLayer* bLayer = (b->*m_layersGetter)();
+ FillLayer* dstLayer = (dst->*m_layersAccessor)();
+
+ while (aLayer && bLayer && dstLayer) {
+ m_fillLayerPropertyWrapper->blend(anim, dstLayer, aLayer, bLayer, progress);
+ aLayer = aLayer->next();
+ bLayer = bLayer->next();
+ dstLayer = dstLayer->next();
+ }
+ }
+
+private:
+ FillLayerPropertyWrapperBase* m_fillLayerPropertyWrapper;
+
+ LayersGetter m_layersGetter;
+ LayersAccessor m_layersAccessor;
+};
+
+class ShorthandPropertyWrapper : public PropertyWrapperBase {
+public:
+ ShorthandPropertyWrapper(int property, const CSSPropertyLonghand& longhand)
+ : PropertyWrapperBase(property)
+ {
+ for (unsigned i = 0; i < longhand.length(); ++i) {
+ PropertyWrapperBase* wrapper = wrapperForProperty(longhand.properties()[i]);
+ if (wrapper)
+ m_propertyWrappers.append(wrapper);
+ }
+ }
+
+ virtual bool isShorthandWrapper() const { return true; }
+
+ virtual bool equals(const RenderStyle* a, const RenderStyle* b) const
+ {
+ Vector<PropertyWrapperBase*>::const_iterator end = m_propertyWrappers.end();
+ for (Vector<PropertyWrapperBase*>::const_iterator it = m_propertyWrappers.begin(); it != end; ++it) {
+ if (!(*it)->equals(a, b))
+ return false;
+ }
+ return true;
+ }
+
+ virtual void blend(const AnimationBase* anim, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress) const
+ {
+ Vector<PropertyWrapperBase*>::const_iterator end = m_propertyWrappers.end();
+ for (Vector<PropertyWrapperBase*>::const_iterator it = m_propertyWrappers.begin(); it != end; ++it)
+ (*it)->blend(anim, dst, a, b, progress);
+ }
+
+ const Vector<PropertyWrapperBase*> propertyWrappers() const { return m_propertyWrappers; }
+
+private:
+ Vector<PropertyWrapperBase*> m_propertyWrappers;
+};
+
+
+static Vector<PropertyWrapperBase*>* gPropertyWrappers = 0;
+static int gPropertyWrapperMap[numCSSProperties];
+
+static const int cInvalidPropertyWrapperIndex = -1;
+
+
+void AnimationBase::ensurePropertyMap()
+{
+ // FIXME: This data is never destroyed. Maybe we should ref count it and toss it when the last AnimationController is destroyed?
+ if (gPropertyWrappers == 0) {
+ gPropertyWrappers = new Vector<PropertyWrapperBase*>();
+
+ // build the list of property wrappers to do the comparisons and blends
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyLeft, &RenderStyle::left, &RenderStyle::setLeft));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyRight, &RenderStyle::right, &RenderStyle::setRight));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyTop, &RenderStyle::top, &RenderStyle::setTop));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyBottom, &RenderStyle::bottom, &RenderStyle::setBottom));
+
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWidth, &RenderStyle::width, &RenderStyle::setWidth));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMinWidth, &RenderStyle::minWidth, &RenderStyle::setMinWidth));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMaxWidth, &RenderStyle::maxWidth, &RenderStyle::setMaxWidth));
+
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyHeight, &RenderStyle::height, &RenderStyle::setHeight));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMinHeight, &RenderStyle::minHeight, &RenderStyle::setMinHeight));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMaxHeight, &RenderStyle::maxHeight, &RenderStyle::setMaxHeight));
+
+ gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderLeftWidth, &RenderStyle::borderLeftWidth, &RenderStyle::setBorderLeftWidth));
+ gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderRightWidth, &RenderStyle::borderRightWidth, &RenderStyle::setBorderRightWidth));
+ gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderTopWidth, &RenderStyle::borderTopWidth, &RenderStyle::setBorderTopWidth));
+ gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyBorderBottomWidth, &RenderStyle::borderBottomWidth, &RenderStyle::setBorderBottomWidth));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginLeft, &RenderStyle::marginLeft, &RenderStyle::setMarginLeft));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginRight, &RenderStyle::marginRight, &RenderStyle::setMarginRight));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginTop, &RenderStyle::marginTop, &RenderStyle::setMarginTop));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyMarginBottom, &RenderStyle::marginBottom, &RenderStyle::setMarginBottom));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingLeft, &RenderStyle::paddingLeft, &RenderStyle::setPaddingLeft));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingRight, &RenderStyle::paddingRight, &RenderStyle::setPaddingRight));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingTop, &RenderStyle::paddingTop, &RenderStyle::setPaddingTop));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyPaddingBottom, &RenderStyle::paddingBottom, &RenderStyle::setPaddingBottom));
+ gPropertyWrappers->append(new PropertyWrapper<const Color&>(CSSPropertyColor, &RenderStyle::color, &RenderStyle::setColor));
+
+ gPropertyWrappers->append(new PropertyWrapper<const Color&>(CSSPropertyBackgroundColor, &RenderStyle::backgroundColor, &RenderStyle::setBackgroundColor));
+
+ gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyBackgroundPositionX, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers));
+ gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyBackgroundPositionY, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers));
+ gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyBackgroundSize, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers));
+ gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitBackgroundSize, &RenderStyle::backgroundLayers, &RenderStyle::accessBackgroundLayers));
+
+ gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitMaskPositionX, &RenderStyle::maskLayers, &RenderStyle::accessMaskLayers));
+ gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitMaskPositionY, &RenderStyle::maskLayers, &RenderStyle::accessMaskLayers));
+ gPropertyWrappers->append(new FillLayersPropertyWrapper(CSSPropertyWebkitMaskSize, &RenderStyle::maskLayers, &RenderStyle::accessMaskLayers));
+
+ gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyFontSize, &RenderStyle::fontSize, &RenderStyle::setBlendedFontSize));
+ gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyWebkitColumnRuleWidth, &RenderStyle::columnRuleWidth, &RenderStyle::setColumnRuleWidth));
+ gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitColumnGap, &RenderStyle::columnGap, &RenderStyle::setColumnGap));
+ gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyWebkitColumnCount, &RenderStyle::columnCount, &RenderStyle::setColumnCount));
+ gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitColumnWidth, &RenderStyle::columnWidth, &RenderStyle::setColumnWidth));
+ gPropertyWrappers->append(new PropertyWrapper<short>(CSSPropertyWebkitBorderHorizontalSpacing, &RenderStyle::horizontalBorderSpacing, &RenderStyle::setHorizontalBorderSpacing));
+ gPropertyWrappers->append(new PropertyWrapper<short>(CSSPropertyWebkitBorderVerticalSpacing, &RenderStyle::verticalBorderSpacing, &RenderStyle::setVerticalBorderSpacing));
+ gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyZIndex, &RenderStyle::zIndex, &RenderStyle::setZIndex));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyLineHeight, &RenderStyle::lineHeight, &RenderStyle::setLineHeight));
+ gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyOutlineOffset, &RenderStyle::outlineOffset, &RenderStyle::setOutlineOffset));
+ gPropertyWrappers->append(new PropertyWrapper<unsigned short>(CSSPropertyOutlineWidth, &RenderStyle::outlineWidth, &RenderStyle::setOutlineWidth));
+ gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyLetterSpacing, &RenderStyle::letterSpacing, &RenderStyle::setLetterSpacing));
+ gPropertyWrappers->append(new PropertyWrapper<int>(CSSPropertyWordSpacing, &RenderStyle::wordSpacing, &RenderStyle::setWordSpacing));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyTextIndent, &RenderStyle::textIndent, &RenderStyle::setTextIndent));
+
+ gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitPerspective, &RenderStyle::perspective, &RenderStyle::setPerspective));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitPerspectiveOriginX, &RenderStyle::perspectiveOriginX, &RenderStyle::setPerspectiveOriginX));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitPerspectiveOriginY, &RenderStyle::perspectiveOriginY, &RenderStyle::setPerspectiveOriginY));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginX, &RenderStyle::transformOriginX, &RenderStyle::setTransformOriginX));
+ gPropertyWrappers->append(new PropertyWrapper<Length>(CSSPropertyWebkitTransformOriginY, &RenderStyle::transformOriginY, &RenderStyle::setTransformOriginY));
+ gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyWebkitTransformOriginZ, &RenderStyle::transformOriginZ, &RenderStyle::setTransformOriginZ));
+ gPropertyWrappers->append(new PropertyWrapper<const LengthSize&>(CSSPropertyBorderTopLeftRadius, &RenderStyle::borderTopLeftRadius, &RenderStyle::setBorderTopLeftRadius));
+ gPropertyWrappers->append(new PropertyWrapper<const LengthSize&>(CSSPropertyBorderTopRightRadius, &RenderStyle::borderTopRightRadius, &RenderStyle::setBorderTopRightRadius));
+ gPropertyWrappers->append(new PropertyWrapper<const LengthSize&>(CSSPropertyBorderBottomLeftRadius, &RenderStyle::borderBottomLeftRadius, &RenderStyle::setBorderBottomLeftRadius));
+ gPropertyWrappers->append(new PropertyWrapper<const LengthSize&>(CSSPropertyBorderBottomRightRadius, &RenderStyle::borderBottomRightRadius, &RenderStyle::setBorderBottomRightRadius));
+ gPropertyWrappers->append(new PropertyWrapper<EVisibility>(CSSPropertyVisibility, &RenderStyle::visibility, &RenderStyle::setVisibility));
+ gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyZoom, &RenderStyle::zoom, &RenderStyle::setZoom));
+
+ gPropertyWrappers->append(new PropertyWrapper<LengthBox>(CSSPropertyClip, &RenderStyle::clip, &RenderStyle::setClip));
+
+#if USE(ACCELERATED_COMPOSITING)
+ gPropertyWrappers->append(new PropertyWrapperAcceleratedOpacity());
+ gPropertyWrappers->append(new PropertyWrapperAcceleratedTransform());
+#else
+ gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyOpacity, &RenderStyle::opacity, &RenderStyle::setOpacity));
+ gPropertyWrappers->append(new PropertyWrapper<const TransformOperations&>(CSSPropertyWebkitTransform, &RenderStyle::transform, &RenderStyle::setTransform));
+#endif
+
+ gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitColumnRuleColor, &RenderStyle::columnRuleColor, &RenderStyle::setColumnRuleColor));
+ gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitTextStrokeColor, &RenderStyle::textStrokeColor, &RenderStyle::setTextStrokeColor));
+ gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyWebkitTextFillColor, &RenderStyle::textFillColor, &RenderStyle::setTextFillColor));
+ gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderLeftColor, &RenderStyle::borderLeftColor, &RenderStyle::setBorderLeftColor));
+ gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderRightColor, &RenderStyle::borderRightColor, &RenderStyle::setBorderRightColor));
+ gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderTopColor, &RenderStyle::borderTopColor, &RenderStyle::setBorderTopColor));
+ gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyBorderBottomColor, &RenderStyle::borderBottomColor, &RenderStyle::setBorderBottomColor));
+ gPropertyWrappers->append(new PropertyWrapperMaybeInvalidColor(CSSPropertyOutlineColor, &RenderStyle::outlineColor, &RenderStyle::setOutlineColor));
+
+ gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyBoxShadow, &RenderStyle::boxShadow, &RenderStyle::setBoxShadow));
+ gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyWebkitBoxShadow, &RenderStyle::boxShadow, &RenderStyle::setBoxShadow));
+ gPropertyWrappers->append(new PropertyWrapperShadow(CSSPropertyTextShadow, &RenderStyle::textShadow, &RenderStyle::setTextShadow));
+
+#if ENABLE(SVG)
+ gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyFillOpacity, &RenderStyle::fillOpacity, &RenderStyle::setFillOpacity));
+ gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyFloodOpacity, &RenderStyle::floodOpacity, &RenderStyle::setFloodOpacity));
+ gPropertyWrappers->append(new PropertyWrapper<float>(CSSPropertyStrokeOpacity, &RenderStyle::strokeOpacity, &RenderStyle::setStrokeOpacity));
+#endif
+
+ // TODO:
+ //
+ // CSSPropertyVerticalAlign
+ //
+ // Compound properties that have components that should be animatable:
+ //
+ // CSSPropertyWebkitColumns
+ // CSSPropertyWebkitBoxReflect
+
+ // Make sure unused slots have a value
+ for (unsigned int i = 0; i < static_cast<unsigned int>(numCSSProperties); ++i)
+ gPropertyWrapperMap[i] = cInvalidPropertyWrapperIndex;
+
+ // First we put the non-shorthand property wrappers into the map, so the shorthand-building
+ // code can find them.
+ size_t n = gPropertyWrappers->size();
+ for (unsigned int i = 0; i < n; ++i) {
+ ASSERT((*gPropertyWrappers)[i]->property() - firstCSSProperty < numCSSProperties);
+ gPropertyWrapperMap[(*gPropertyWrappers)[i]->property() - firstCSSProperty] = i;
+ }
+
+ // Now add the shorthand wrappers.
+ addShorthandProperties();
+ }
+}
+
+static void addPropertyWrapper(int propertyID, PropertyWrapperBase* wrapper)
+{
+ int propIndex = propertyID - firstCSSProperty;
+
+ ASSERT(gPropertyWrapperMap[propIndex] == cInvalidPropertyWrapperIndex);
+
+ unsigned wrapperIndex = gPropertyWrappers->size();
+ gPropertyWrappers->append(wrapper);
+ gPropertyWrapperMap[propIndex] = wrapperIndex;
+}
+
+static void addShorthandProperties()
+{
+ static const int animatableShorthandProperties[] = {
+ CSSPropertyBackground, // for background-color, background-position
+ CSSPropertyBackgroundPosition,
+ CSSPropertyWebkitMask, // for mask-position
+ CSSPropertyWebkitMaskPosition,
+ CSSPropertyBorderTop, CSSPropertyBorderRight, CSSPropertyBorderBottom, CSSPropertyBorderLeft,
+ CSSPropertyBorderColor,
+ CSSPropertyBorderRadius,
+ CSSPropertyBorderWidth,
+ CSSPropertyBorder,
+ CSSPropertyBorderSpacing,
+ CSSPropertyMargin,
+ CSSPropertyOutline,
+ CSSPropertyPadding,
+ CSSPropertyWebkitTextStroke,
+ CSSPropertyWebkitColumnRule,
+ CSSPropertyWebkitBorderRadius,
+ CSSPropertyWebkitTransformOrigin
+ };
+
+ for (size_t i = 0; i < WTF_ARRAY_LENGTH(animatableShorthandProperties); ++i) {
+ int propertyID = animatableShorthandProperties[i];
+ CSSPropertyLonghand longhand = longhandForProperty(propertyID);
+ if (longhand.length() > 0)
+ addPropertyWrapper(propertyID, new ShorthandPropertyWrapper(propertyID, longhand));
+ }
+
+ // 'font' is not in the shorthand map.
+ static const int animatableFontProperties[] = {
+ CSSPropertyFontSize,
+ CSSPropertyFontWeight
+ };
+
+ CSSPropertyLonghand fontLonghand(animatableFontProperties, WTF_ARRAY_LENGTH(animatableFontProperties));
+ addPropertyWrapper(CSSPropertyFont, new ShorthandPropertyWrapper(CSSPropertyFont, fontLonghand));
+}
+
+static PropertyWrapperBase* wrapperForProperty(int propertyID)
+{
+ int propIndex = propertyID - firstCSSProperty;
+ if (propIndex >= 0 && propIndex < numCSSProperties) {
+ int wrapperIndex = gPropertyWrapperMap[propIndex];
+ if (wrapperIndex >= 0)
+ return (*gPropertyWrappers)[wrapperIndex];
+ }
+ return 0;
+}
+
+AnimationBase::AnimationBase(const Animation* transition, RenderObject* renderer, CompositeAnimation* compAnim)
+ : m_animState(AnimationStateNew)
+ , m_isAnimating(false)
+ , m_startTime(0)
+ , m_pauseTime(-1)
+ , m_requestedStartTime(0)
+ , m_object(renderer)
+ , m_animation(const_cast<Animation*>(transition))
+ , m_compAnim(compAnim)
+ , m_isAccelerated(false)
+ , m_transformFunctionListValid(false)
+ , m_nextIterationDuration(-1)
+ , m_next(0)
+{
+ // Compute the total duration
+ m_totalDuration = -1;
+ if (m_animation->iterationCount() > 0)
+ m_totalDuration = m_animation->duration() * m_animation->iterationCount();
+}
+
+AnimationBase::~AnimationBase()
+{
+ m_compAnim->animationController()->removeFromStyleAvailableWaitList(this);
+ m_compAnim->animationController()->removeFromStartTimeResponseWaitList(this);
+}
+
+bool AnimationBase::propertiesEqual(int prop, const RenderStyle* a, const RenderStyle* b)
+{
+ ensurePropertyMap();
+ if (prop == cAnimateAll) {
+ size_t n = gPropertyWrappers->size();
+ for (unsigned int i = 0; i < n; ++i) {
+ PropertyWrapperBase* wrapper = (*gPropertyWrappers)[i];
+ // No point comparing shorthand wrappers for 'all'.
+ if (!wrapper->isShorthandWrapper() && !wrapper->equals(a, b))
+ return false;
+ }
+ } else {
+ PropertyWrapperBase* wrapper = wrapperForProperty(prop);
+ if (wrapper)
+ return wrapper->equals(a, b);
+ }
+ return true;
+}
+
+int AnimationBase::getPropertyAtIndex(int i, bool& isShorthand)
+{
+ ensurePropertyMap();
+ if (i < 0 || i >= static_cast<int>(gPropertyWrappers->size()))
+ return CSSPropertyInvalid;
+
+ PropertyWrapperBase* wrapper = (*gPropertyWrappers)[i];
+ isShorthand = wrapper->isShorthandWrapper();
+ return wrapper->property();
+}
+
+int AnimationBase::getNumProperties()
+{
+ ensurePropertyMap();
+ return gPropertyWrappers->size();
+}
+
+// Returns true if we need to start animation timers
+bool AnimationBase::blendProperties(const AnimationBase* anim, int prop, RenderStyle* dst, const RenderStyle* a, const RenderStyle* b, double progress)
+{
+ ASSERT(prop != cAnimateAll);
+
+ ensurePropertyMap();
+ PropertyWrapperBase* wrapper = wrapperForProperty(prop);
+ if (wrapper) {
+ wrapper->blend(anim, dst, a, b, progress);
+#if USE(ACCELERATED_COMPOSITING)
+ return !wrapper->animationIsAccelerated() || !anim->isAccelerated();
+#else
+ return true;
+#endif
+ }
+
+ return false;
+}
+
+#if USE(ACCELERATED_COMPOSITING)
+bool AnimationBase::animationOfPropertyIsAccelerated(int prop)
+{
+ ensurePropertyMap();
+ PropertyWrapperBase* wrapper = wrapperForProperty(prop);
+ return wrapper ? wrapper->animationIsAccelerated() : false;
+}
+#endif
+
+static bool gatherEnclosingShorthandProperties(int property, PropertyWrapperBase* wrapper, HashSet<int>& propertySet)
+{
+ if (!wrapper->isShorthandWrapper())
+ return false;
+
+ ShorthandPropertyWrapper* shorthandWrapper = static_cast<ShorthandPropertyWrapper*>(wrapper);
+
+ bool contained = false;
+ for (size_t i = 0; i < shorthandWrapper->propertyWrappers().size(); ++i) {
+ PropertyWrapperBase* currWrapper = shorthandWrapper->propertyWrappers()[i];
+
+ if (gatherEnclosingShorthandProperties(property, currWrapper, propertySet) || currWrapper->property() == property)
+ contained = true;
+ }
+
+ if (contained)
+ propertySet.add(wrapper->property());
+
+ return contained;
+}
+
+// Note: this is inefficient. It's only called from pauseTransitionAtTime().
+HashSet<int> AnimationBase::animatableShorthandsAffectingProperty(int property)
+{
+ ensurePropertyMap();
+
+ HashSet<int> foundProperties;
+ for (int i = 0; i < getNumProperties(); ++i)
+ gatherEnclosingShorthandProperties(property, (*gPropertyWrappers)[i], foundProperties);
+
+ return foundProperties;
+}
+
+void AnimationBase::setNeedsStyleRecalc(Node* node)
+{
+ ASSERT(!node || (node->document() && !node->document()->inPageCache()));
+ if (node)
+ node->setNeedsStyleRecalc(SyntheticStyleChange);
+}
+
+double AnimationBase::duration() const
+{
+ return m_animation->duration();
+}
+
+bool AnimationBase::playStatePlaying() const
+{
+ return m_animation->playState() == AnimPlayStatePlaying;
+}
+
+bool AnimationBase::animationsMatch(const Animation* anim) const
+{
+ return m_animation->animationsMatch(anim);
+}
+
+void AnimationBase::updateStateMachine(AnimStateInput input, double param)
+{
+ // If we get AnimationStateInputRestartAnimation then we force a new animation, regardless of state.
+ if (input == AnimationStateInputMakeNew) {
+ if (m_animState == AnimationStateStartWaitStyleAvailable)
+ m_compAnim->animationController()->removeFromStyleAvailableWaitList(this);
+ m_animState = AnimationStateNew;
+ m_startTime = 0;
+ m_pauseTime = -1;
+ m_requestedStartTime = 0;
+ m_nextIterationDuration = -1;
+ endAnimation();
+ return;
+ }
+
+ if (input == AnimationStateInputRestartAnimation) {
+ if (m_animState == AnimationStateStartWaitStyleAvailable)
+ m_compAnim->animationController()->removeFromStyleAvailableWaitList(this);
+ m_animState = AnimationStateNew;
+ m_startTime = 0;
+ m_pauseTime = -1;
+ m_requestedStartTime = 0;
+ m_nextIterationDuration = -1;
+ endAnimation();
+
+ if (!paused())
+ updateStateMachine(AnimationStateInputStartAnimation, -1);
+ return;
+ }
+
+ if (input == AnimationStateInputEndAnimation) {
+ if (m_animState == AnimationStateStartWaitStyleAvailable)
+ m_compAnim->animationController()->removeFromStyleAvailableWaitList(this);
+ m_animState = AnimationStateDone;
+ endAnimation();
+ return;
+ }
+
+ if (input == AnimationStateInputPauseOverride) {
+ if (m_animState == AnimationStateStartWaitResponse) {
+ // If we are in AnimationStateStartWaitResponse, the animation will get canceled before
+ // we get a response, so move to the next state.
+ endAnimation();
+ updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
+ }
+ return;
+ }
+
+ if (input == AnimationStateInputResumeOverride) {
+ if (m_animState == AnimationStateLooping || m_animState == AnimationStateEnding) {
+ // Start the animation
+ startAnimation(beginAnimationUpdateTime() - m_startTime);
+ }
+ return;
+ }
+
+ // Execute state machine
+ switch (m_animState) {
+ case AnimationStateNew:
+ ASSERT(input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunning || input == AnimationStateInputPlayStatePaused);
+ if (input == AnimationStateInputStartAnimation || input == AnimationStateInputPlayStateRunning) {
+ m_requestedStartTime = beginAnimationUpdateTime();
+ m_animState = AnimationStateStartWaitTimer;
+ }
+ break;
+ case AnimationStateStartWaitTimer:
+ ASSERT(input == AnimationStateInputStartTimerFired || input == AnimationStateInputPlayStatePaused);
+
+ if (input == AnimationStateInputStartTimerFired) {
+ ASSERT(param >= 0);
+ // Start timer has fired, tell the animation to start and wait for it to respond with start time
+ m_animState = AnimationStateStartWaitStyleAvailable;
+ m_compAnim->animationController()->addToStyleAvailableWaitList(this);
+
+ // Trigger a render so we can start the animation
+ if (m_object)
+ m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node());
+ } else {
+ ASSERT(!paused());
+ // We're waiting for the start timer to fire and we got a pause. Cancel the timer, pause and wait
+ m_pauseTime = beginAnimationUpdateTime();
+ m_animState = AnimationStatePausedWaitTimer;
+ }
+ break;
+ case AnimationStateStartWaitStyleAvailable:
+ ASSERT(input == AnimationStateInputStyleAvailable || input == AnimationStateInputPlayStatePaused);
+
+ if (input == AnimationStateInputStyleAvailable) {
+ // Start timer has fired, tell the animation to start and wait for it to respond with start time
+ m_animState = AnimationStateStartWaitResponse;
+
+ overrideAnimations();
+
+ // Start the animation
+ if (overridden()) {
+ // We won't try to start accelerated animations if we are overridden and
+ // just move on to the next state.
+ m_animState = AnimationStateStartWaitResponse;
+ m_isAccelerated = false;
+ updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
+ } else {
+ double timeOffset = 0;
+ // If the value for 'animation-delay' is negative then the animation appears to have started in the past.
+ if (m_animation->delay() < 0)
+ timeOffset = -m_animation->delay();
+ bool started = startAnimation(timeOffset);
+
+ m_compAnim->animationController()->addToStartTimeResponseWaitList(this, started);
+ m_isAccelerated = started;
+ }
+ } else {
+ // We're waiting for the style to be available and we got a pause. Pause and wait
+ m_pauseTime = beginAnimationUpdateTime();
+ m_animState = AnimationStatePausedWaitStyleAvailable;
+ }
+ break;
+ case AnimationStateStartWaitResponse:
+ ASSERT(input == AnimationStateInputStartTimeSet || input == AnimationStateInputPlayStatePaused);
+
+ if (input == AnimationStateInputStartTimeSet) {
+ ASSERT(param >= 0);
+ // We have a start time, set it, unless the startTime is already set
+ if (m_startTime <= 0) {
+ m_startTime = param;
+ // If the value for 'animation-delay' is negative then the animation appears to have started in the past.
+ if (m_animation->delay() < 0)
+ m_startTime += m_animation->delay();
+ }
+
+ // Now that we know the start time, fire the start event.
+ onAnimationStart(0); // The elapsedTime is 0.
+
+ // Decide whether to go into looping or ending state
+ goIntoEndingOrLoopingState();
+
+ // Dispatch updateStyleIfNeeded so we can start the animation
+ if (m_object)
+ m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node());
+ } else {
+ // We are pausing while waiting for a start response. Cancel the animation and wait. When
+ // we unpause, we will act as though the start timer just fired
+ m_pauseTime = -1;
+ pauseAnimation(beginAnimationUpdateTime() - m_startTime);
+ m_animState = AnimationStatePausedWaitResponse;
+ }
+ break;
+ case AnimationStateLooping:
+ ASSERT(input == AnimationStateInputLoopTimerFired || input == AnimationStateInputPlayStatePaused);
+
+ if (input == AnimationStateInputLoopTimerFired) {
+ ASSERT(param >= 0);
+ // Loop timer fired, loop again or end.
+ onAnimationIteration(param);
+
+ // Decide whether to go into looping or ending state
+ goIntoEndingOrLoopingState();
+ } else {
+ // We are pausing while running. Cancel the animation and wait
+ m_pauseTime = beginAnimationUpdateTime();
+ pauseAnimation(beginAnimationUpdateTime() - m_startTime);
+ m_animState = AnimationStatePausedRun;
+ }
+ break;
+ case AnimationStateEnding:
+ ASSERT(input == AnimationStateInputEndTimerFired || input == AnimationStateInputPlayStatePaused);
+
+ if (input == AnimationStateInputEndTimerFired) {
+
+ ASSERT(param >= 0);
+ // End timer fired, finish up
+ onAnimationEnd(param);
+
+ m_animState = AnimationStateDone;
+
+ if (m_object) {
+ if (m_animation->fillsForwards())
+ m_animState = AnimationStateFillingForwards;
+ else
+ resumeOverriddenAnimations();
+
+ // Fire off another style change so we can set the final value
+ m_compAnim->animationController()->addNodeChangeToDispatch(m_object->node());
+ }
+ } else {
+ // We are pausing while running. Cancel the animation and wait
+ m_pauseTime = beginAnimationUpdateTime();
+ pauseAnimation(beginAnimationUpdateTime() - m_startTime);
+ m_animState = AnimationStatePausedRun;
+ }
+ // |this| may be deleted here
+ break;
+ case AnimationStatePausedWaitTimer:
+ ASSERT(input == AnimationStateInputPlayStateRunning);
+ ASSERT(paused());
+ // Update the times
+ m_startTime += beginAnimationUpdateTime() - m_pauseTime;
+ m_pauseTime = -1;
+
+ // we were waiting for the start timer to fire, go back and wait again
+ m_animState = AnimationStateNew;
+ updateStateMachine(AnimationStateInputStartAnimation, 0);
+ break;
+ case AnimationStatePausedWaitResponse:
+ case AnimationStatePausedWaitStyleAvailable:
+ case AnimationStatePausedRun:
+ // We treat these two cases the same. The only difference is that, when we are in
+ // AnimationStatePausedWaitResponse, we don't yet have a valid startTime, so we send 0 to startAnimation.
+ // When the AnimationStateInputStartTimeSet comes in and we were in AnimationStatePausedRun, we will notice
+ // that we have already set the startTime and will ignore it.
+ ASSERT(input == AnimationStateInputPlayStateRunning || input == AnimationStateInputStartTimeSet || input == AnimationStateInputStyleAvailable);
+ ASSERT(paused());
+
+ if (input == AnimationStateInputPlayStateRunning) {
+ // Update the times
+ if (m_animState == AnimationStatePausedRun)
+ m_startTime += beginAnimationUpdateTime() - m_pauseTime;
+ else
+ m_startTime = 0;
+ m_pauseTime = -1;
+
+ if (m_animState == AnimationStatePausedWaitStyleAvailable)
+ m_animState = AnimationStateStartWaitStyleAvailable;
+ else {
+ // We were either running or waiting for a begin time response from the animation.
+ // Either way we need to restart the animation (possibly with an offset if we
+ // had already been running) and wait for it to start.
+ m_animState = AnimationStateStartWaitResponse;
+
+ // Start the animation
+ if (overridden()) {
+ // We won't try to start accelerated animations if we are overridden and
+ // just move on to the next state.
+ updateStateMachine(AnimationStateInputStartTimeSet, beginAnimationUpdateTime());
+ m_isAccelerated = true;
+ } else {
+ bool started = startAnimation(beginAnimationUpdateTime() - m_startTime);
+ m_compAnim->animationController()->addToStartTimeResponseWaitList(this, started);
+ m_isAccelerated = started;
+ }
+ }
+ break;
+ }
+
+ if (input == AnimationStateInputStartTimeSet) {
+ ASSERT(m_animState == AnimationStatePausedWaitResponse);
+
+ // We are paused but we got the callback that notifies us that an accelerated animation started.
+ // We ignore the start time and just move into the paused-run state.
+ m_animState = AnimationStatePausedRun;
+ ASSERT(m_startTime == 0);
+ m_startTime = param;
+ m_pauseTime += m_startTime;
+ break;
+ }
+
+ ASSERT(m_animState == AnimationStatePausedWaitStyleAvailable);
+ // We are paused but we got the callback that notifies us that style has been updated.
+ // We move to the AnimationStatePausedWaitResponse state
+ m_animState = AnimationStatePausedWaitResponse;
+ overrideAnimations();
+ break;
+ case AnimationStateFillingForwards:
+ case AnimationStateDone:
+ // We're done. Stay in this state until we are deleted
+ break;
+ }
+}
+
+void AnimationBase::fireAnimationEventsIfNeeded()
+{
+ // If we are waiting for the delay time to expire and it has, go to the next state
+ if (m_animState != AnimationStateStartWaitTimer && m_animState != AnimationStateLooping && m_animState != AnimationStateEnding)
+ return;
+
+ // We have to make sure to keep a ref to the this pointer, because it could get destroyed
+ // during an animation callback that might get called. Since the owner is a CompositeAnimation
+ // and it ref counts this object, we will keep a ref to that instead. That way the AnimationBase
+ // can still access the resources of its CompositeAnimation as needed.
+ RefPtr<AnimationBase> protector(this);
+ RefPtr<CompositeAnimation> compProtector(m_compAnim);
+
+ // Check for start timeout
+ if (m_animState == AnimationStateStartWaitTimer) {
+ if (beginAnimationUpdateTime() - m_requestedStartTime >= m_animation->delay())
+ updateStateMachine(AnimationStateInputStartTimerFired, 0);
+ return;
+ }
+
+ double elapsedDuration = beginAnimationUpdateTime() - m_startTime;
+ // FIXME: we need to ensure that elapsedDuration is never < 0. If it is, this suggests that
+ // we had a recalcStyle() outside of beginAnimationUpdate()/endAnimationUpdate().
+ // Also check in getTimeToNextEvent().
+ elapsedDuration = max(elapsedDuration, 0.0);
+
+ // Check for end timeout
+ if (m_totalDuration >= 0 && elapsedDuration >= m_totalDuration) {
+ // We may still be in AnimationStateLooping if we've managed to skip a
+ // whole iteration, in which case we should jump to the end state.
+ m_animState = AnimationStateEnding;
+
+ // Fire an end event
+ updateStateMachine(AnimationStateInputEndTimerFired, m_totalDuration);
+ } else {
+ // Check for iteration timeout
+ if (m_nextIterationDuration < 0) {
+ // Hasn't been set yet, set it
+ double durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration());
+ m_nextIterationDuration = elapsedDuration + durationLeft;
+ }
+
+ if (elapsedDuration >= m_nextIterationDuration) {
+ // Set to the next iteration
+ double previous = m_nextIterationDuration;
+ double durationLeft = m_animation->duration() - fmod(elapsedDuration, m_animation->duration());
+ m_nextIterationDuration = elapsedDuration + durationLeft;
+
+ // Send the event
+ updateStateMachine(AnimationStateInputLoopTimerFired, previous);
+ }
+ }
+}
+
+void AnimationBase::updatePlayState(EAnimPlayState playState)
+{
+ // When we get here, we can have one of 4 desired states: running, paused, suspended, paused & suspended.
+ // The state machine can be in one of two states: running, paused.
+ // Set the state machine to the desired state.
+ bool pause = playState == AnimPlayStatePaused || m_compAnim->suspended();
+
+ if (pause == paused() && !isNew())
+ return;
+
+ updateStateMachine(pause ? AnimationStateInputPlayStatePaused : AnimationStateInputPlayStateRunning, -1);
+}
+
+double AnimationBase::timeToNextService()
+{
+ // Returns the time at which next service is required. -1 means no service is required. 0 means
+ // service is required now, and > 0 means service is required that many seconds in the future.
+ if (paused() || isNew() || m_animState == AnimationStateFillingForwards)
+ return -1;
+
+ if (m_animState == AnimationStateStartWaitTimer) {
+ double timeFromNow = m_animation->delay() - (beginAnimationUpdateTime() - m_requestedStartTime);
+ return max(timeFromNow, 0.0);
+ }
+
+ fireAnimationEventsIfNeeded();
+
+ // In all other cases, we need service right away.
+ return 0;
+}
+
+double AnimationBase::progress(double scale, double offset, const TimingFunction* tf) const
+{
+ if (preActive())
+ return 0;
+
+ double elapsedTime = getElapsedTime();
+
+ double dur = m_animation->duration();
+ if (m_animation->iterationCount() > 0)
+ dur *= m_animation->iterationCount();
+
+ if (postActive() || !m_animation->duration())
+ return 1.0;
+ if (m_animation->iterationCount() > 0 && elapsedTime >= dur)
+ return (m_animation->iterationCount() % 2) ? 1.0 : 0.0;
+
+ // Compute the fractional time, taking into account direction.
+ // There is no need to worry about iterations, we assume that we would have
+ // short circuited above if we were done.
+ double fractionalTime = elapsedTime / m_animation->duration();
+ int integralTime = static_cast<int>(fractionalTime);
+ fractionalTime -= integralTime;
+
+ if ((m_animation->direction() == Animation::AnimationDirectionAlternate) && (integralTime & 1))
+ fractionalTime = 1 - fractionalTime;
+
+ if (scale != 1 || offset)
+ fractionalTime = (fractionalTime - offset) * scale;
+
+ if (!tf)
+ tf = m_animation->timingFunction().get();
+
+ if (tf->isCubicBezierTimingFunction()) {
+ const CubicBezierTimingFunction* ctf = static_cast<const CubicBezierTimingFunction*>(tf);
+ return solveCubicBezierFunction(ctf->x1(),
+ ctf->y1(),
+ ctf->x2(),
+ ctf->y2(),
+ fractionalTime, m_animation->duration());
+ } else if (tf->isStepsTimingFunction()) {
+ const StepsTimingFunction* stf = static_cast<const StepsTimingFunction*>(tf);
+ return solveStepsFunction(stf->numberOfSteps(), stf->stepAtStart(), fractionalTime);
+ } else
+ return fractionalTime;
+}
+
+void AnimationBase::getTimeToNextEvent(double& time, bool& isLooping) const
+{
+ // Decide when the end or loop event needs to fire
+ const double elapsedDuration = max(beginAnimationUpdateTime() - m_startTime, 0.0);
+ double durationLeft = 0;
+ double nextIterationTime = m_totalDuration;
+
+ if (m_totalDuration < 0 || elapsedDuration < m_totalDuration) {
+ durationLeft = m_animation->duration() > 0 ? (m_animation->duration() - fmod(elapsedDuration, m_animation->duration())) : 0;
+ nextIterationTime = elapsedDuration + durationLeft;
+ }
+
+ if (m_totalDuration < 0 || nextIterationTime < m_totalDuration) {
+ // We are not at the end yet
+ ASSERT(nextIterationTime > 0);
+ isLooping = true;
+ } else {
+ // We are at the end
+ isLooping = false;
+ }
+
+ time = durationLeft;
+}
+
+void AnimationBase::goIntoEndingOrLoopingState()
+{
+ double t;
+ bool isLooping;
+ getTimeToNextEvent(t, isLooping);
+ m_animState = isLooping ? AnimationStateLooping : AnimationStateEnding;
+}
+
+void AnimationBase::freezeAtTime(double t)
+{
+ if (!m_startTime) {
+ // If we haven't started yet, just generate the start event now
+ m_compAnim->animationController()->receivedStartTimeResponse(currentTime());
+ }
+
+ ASSERT(m_startTime); // if m_startTime is zero, we haven't started yet, so we'll get a bad pause time.
+ m_pauseTime = m_startTime + t - m_animation->delay();
+
+#if USE(ACCELERATED_COMPOSITING)
+ if (m_object && m_object->hasLayer()) {
+ RenderLayer* layer = toRenderBoxModelObject(m_object)->layer();
+ if (layer->isComposited())
+ layer->backing()->suspendAnimations(m_pauseTime);
+ }
+#endif
+}
+
+double AnimationBase::beginAnimationUpdateTime() const
+{
+ return m_compAnim->animationController()->beginAnimationUpdateTime();
+}
+
+double AnimationBase::getElapsedTime() const
+{
+ if (paused())
+ return m_pauseTime - m_startTime;
+ if (m_startTime <= 0)
+ return 0;
+ if (postActive())
+ return 1;
+
+ return beginAnimationUpdateTime() - m_startTime;
+}
+
+} // namespace WebCore